/*
 * Copyright 2021 GFXFundamentals.
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 *     * Redistributions of source code must retain the above copyright
 * notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above
 * copyright notice, this list of conditions and the following disclaimer
 * in the documentation and/or other materials provided with the
 * distribution.
 *     * Neither the name of GFXFundamentals. nor the names of his
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

(function(root, factory) {  // eslint-disable-line
    if (typeof define === 'function' && define.amd) {
      // AMD. Register as an anonymous module.
      define([], function() {
        return factory.call(root);
      });
    } else {
      // Browser globals
      root.webglUtils = factory.call(root);
    }
  }(this, function() {
    'use strict';
  
    const topWindow = this;
  
    /** @module webgl-utils */
  
    function isInIFrame(w) {
      w = w || topWindow;
      return w !== w.top;
    }
  
    if (!isInIFrame()) {
      console.log("%c%s", 'color:blue;font-weight:bold;', 'for more about webgl-utils.js see:');  // eslint-disable-line
      console.log("%c%s", 'color:blue;font-weight:bold;', 'https://webglfundamentals.org/webgl/lessons/webgl-boilerplate.html');  // eslint-disable-line
    }
  
    /**
     * Wrapped logging function.
     * @param {string} msg The message to log.
     */
    function error(msg) {
      if (topWindow.console) {
        if (topWindow.console.error) {
          topWindow.console.error(msg);
        } else if (topWindow.console.log) {
          topWindow.console.log(msg);
        }
      }
    }
  
  
    /**
     * Error Callback
     * @callback ErrorCallback
     * @param {string} msg error message.
     * @memberOf module:webgl-utils
     */
  
  
    /**
     * Loads a shader.
     * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
     * @param {string} shaderSource The shader source.
     * @param {number} shaderType The type of shader.
     * @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors.
     * @return {WebGLShader} The created shader.
     */
    function loadShader(gl, shaderSource, shaderType, opt_errorCallback) {
      const errFn = opt_errorCallback || error;
      // Create the shader object
      const shader = gl.createShader(shaderType);
  
      // Load the shader source
      gl.shaderSource(shader, shaderSource);
  
      // Compile the shader
      gl.compileShader(shader);
  
      // Check the compile status
      const compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
      if (!compiled) {
        // Something went wrong during compilation; get the error
        const lastError = gl.getShaderInfoLog(shader);
        errFn('*** Error compiling shader \'' + shader + '\':' + lastError + `\n` + shaderSource.split('\n').map((l,i) => `${i + 1}: ${l}`).join('\n'));
        gl.deleteShader(shader);
        return null;
      }
  
      return shader;
    }
  
    /**
     * Creates a program, attaches shaders, binds attrib locations, links the
     * program and calls useProgram.
     * @param {WebGLShader[]} shaders The shaders to attach
     * @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
     * @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
     * @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
     *        on error. If you want something else pass an callback. It's passed an error message.
     * @memberOf module:webgl-utils
     */
    function createProgram(
        gl, shaders, opt_attribs, opt_locations, opt_errorCallback) {
      const errFn = opt_errorCallback || error;
      const program = gl.createProgram();
      shaders.forEach(function(shader) {
        gl.attachShader(program, shader);
      });
      if (opt_attribs) {
        opt_attribs.forEach(function(attrib, ndx) {
          gl.bindAttribLocation(
              program,
              opt_locations ? opt_locations[ndx] : ndx,
              attrib);
        });
      }
      gl.linkProgram(program);
  
      // Check the link status
      const linked = gl.getProgramParameter(program, gl.LINK_STATUS);
      if (!linked) {
          // something went wrong with the link
          const lastError = gl.getProgramInfoLog(program);
          errFn('Error in program linking:' + lastError);
  
          gl.deleteProgram(program);
          return null;
      }
      return program;
    }
  
    /**
     * Loads a shader from a script tag.
     * @param {WebGLRenderingContext} gl The WebGLRenderingContext to use.
     * @param {string} scriptId The id of the script tag.
     * @param {number} opt_shaderType The type of shader. If not passed in it will
     *     be derived from the type of the script tag.
     * @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors.
     * @return {WebGLShader} The created shader.
     */
    function createShaderFromScript(
        gl, scriptId, opt_shaderType, opt_errorCallback) {
      let shaderSource = '';
      let shaderType;
      const shaderScript = document.getElementById(scriptId);
      if (!shaderScript) {
        throw ('*** Error: unknown script element' + scriptId);
      }
      shaderSource = shaderScript.text;
  
      if (!opt_shaderType) {
        if (shaderScript.type === 'x-shader/x-vertex') {
          shaderType = gl.VERTEX_SHADER;
        } else if (shaderScript.type === 'x-shader/x-fragment') {
          shaderType = gl.FRAGMENT_SHADER;
        } else if (shaderType !== gl.VERTEX_SHADER && shaderType !== gl.FRAGMENT_SHADER) {
          throw ('*** Error: unknown shader type');
        }
      }
  
      return loadShader(
          gl, shaderSource, opt_shaderType ? opt_shaderType : shaderType,
          opt_errorCallback);
    }
  
    const defaultShaderType = [
      'VERTEX_SHADER',
      'FRAGMENT_SHADER',
    ];
  
    /**
     * Creates a program from 2 script tags.
     *
     * @param {WebGLRenderingContext} gl The WebGLRenderingContext
     *        to use.
     * @param {string[]} shaderScriptIds Array of ids of the script
     *        tags for the shaders. The first is assumed to be the
     *        vertex shader, the second the fragment shader.
     * @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
     * @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
     * @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
     *        on error. If you want something else pass an callback. It's passed an error message.
     * @return {WebGLProgram} The created program.
     * @memberOf module:webgl-utils
     */
    function createProgramFromScripts(
        gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) {
      const shaders = [];
      for (let ii = 0; ii < shaderScriptIds.length; ++ii) {
        shaders.push(createShaderFromScript(
            gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], opt_errorCallback));
      }
      return createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback);
    }
  
    /**
     * Creates a program from 2 sources.
     *
     * @param {WebGLRenderingContext} gl The WebGLRenderingContext
     *        to use.
     * @param {string[]} shaderSourcess Array of sources for the
     *        shaders. The first is assumed to be the vertex shader,
     *        the second the fragment shader.
     * @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
     * @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
     * @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
     *        on error. If you want something else pass an callback. It's passed an error message.
     * @return {WebGLProgram} The created program.
     * @memberOf module:webgl-utils
     */
    function createProgramFromSources(
        gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {
      const shaders = [];
      for (let ii = 0; ii < shaderSources.length; ++ii) {
        shaders.push(loadShader(
            gl, shaderSources[ii], gl[defaultShaderType[ii]], opt_errorCallback));
      }
      return createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback);
    }
  
    /**
     * Returns the corresponding bind point for a given sampler type
     */
    function getBindPointForSamplerType(gl, type) {
      if (type === gl.SAMPLER_2D)   return gl.TEXTURE_2D;        // eslint-disable-line
      if (type === gl.SAMPLER_CUBE) return gl.TEXTURE_CUBE_MAP;  // eslint-disable-line
      return undefined;
    }
  
    /**
     * @typedef {Object.<string, function>} Setters
     */
  
    /**
     * Creates setter functions for all uniforms of a shader
     * program.
     *
     * @see {@link module:webgl-utils.setUniforms}
     *
     * @param {WebGLProgram} program the program to create setters for.
     * @returns {Object.<string, function>} an object with a setter by name for each uniform
     * @memberOf module:webgl-utils
     */
    function createUniformSetters(gl, program) {
      let textureUnit = 0;
  
      /**
       * Creates a setter for a uniform of the given program with it's
       * location embedded in the setter.
       * @param {WebGLProgram} program
       * @param {WebGLUniformInfo} uniformInfo
       * @returns {function} the created setter.
       */
      function createUniformSetter(program, uniformInfo) {
        const location = gl.getUniformLocation(program, uniformInfo.name);
        const type = uniformInfo.type;
        // Check if this uniform is an array
        const isArray = (uniformInfo.size > 1 && uniformInfo.name.substr(-3) === '[0]');
        if (type === gl.FLOAT && isArray) {
          return function(v) {
            gl.uniform1fv(location, v);
          };
        }
        if (type === gl.FLOAT) {
          return function(v) {
            gl.uniform1f(location, v);
          };
        }
        if (type === gl.FLOAT_VEC2) {
          return function(v) {
            gl.uniform2fv(location, v);
          };
        }
        if (type === gl.FLOAT_VEC3) {
          return function(v) {
            gl.uniform3fv(location, v);
          };
        }
        if (type === gl.FLOAT_VEC4) {
          return function(v) {
            gl.uniform4fv(location, v);
          };
        }
        if (type === gl.INT && isArray) {
          return function(v) {
            gl.uniform1iv(location, v);
          };
        }
        if (type === gl.INT) {
          return function(v) {
            gl.uniform1i(location, v);
          };
        }
        if (type === gl.INT_VEC2) {
          return function(v) {
            gl.uniform2iv(location, v);
          };
        }
        if (type === gl.INT_VEC3) {
          return function(v) {
            gl.uniform3iv(location, v);
          };
        }
        if (type === gl.INT_VEC4) {
          return function(v) {
            gl.uniform4iv(location, v);
          };
        }
        if (type === gl.BOOL) {
          return function(v) {
            gl.uniform1iv(location, v);
          };
        }
        if (type === gl.BOOL_VEC2) {
          return function(v) {
            gl.uniform2iv(location, v);
          };
        }
        if (type === gl.BOOL_VEC3) {
          return function(v) {
            gl.uniform3iv(location, v);
          };
        }
        if (type === gl.BOOL_VEC4) {
          return function(v) {
            gl.uniform4iv(location, v);
          };
        }
        if (type === gl.FLOAT_MAT2) {
          return function(v) {
            gl.uniformMatrix2fv(location, false, v);
          };
        }
        if (type === gl.FLOAT_MAT3) {
          return function(v) {
            gl.uniformMatrix3fv(location, false, v);
          };
        }
        if (type === gl.FLOAT_MAT4) {
          return function(v) {
            gl.uniformMatrix4fv(location, false, v);
          };
        }
        if ((type === gl.SAMPLER_2D || type === gl.SAMPLER_CUBE) && isArray) {
          const units = [];
          for (let ii = 0; ii < info.size; ++ii) {
            units.push(textureUnit++);
          }
          return function(bindPoint, units) {
            return function(textures) {
              gl.uniform1iv(location, units);
              textures.forEach(function(texture, index) {
                gl.activeTexture(gl.TEXTURE0 + units[index]);
                gl.bindTexture(bindPoint, texture);
              });
            };
          }(getBindPointForSamplerType(gl, type), units);
        }
        if (type === gl.SAMPLER_2D || type === gl.SAMPLER_CUBE) {
          return function(bindPoint, unit) {
            return function(texture) {
              gl.uniform1i(location, unit);
              gl.activeTexture(gl.TEXTURE0 + unit);
              gl.bindTexture(bindPoint, texture);
            };
          }(getBindPointForSamplerType(gl, type), textureUnit++);
        }
        throw ('unknown type: 0x' + type.toString(16)); // we should never get here.
      }
  
      const uniformSetters = { };
      const numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
  
      for (let ii = 0; ii < numUniforms; ++ii) {
        const uniformInfo = gl.getActiveUniform(program, ii);
        if (!uniformInfo) {
          break;
        }
        let name = uniformInfo.name;
        // remove the array suffix.
        if (name.substr(-3) === '[0]') {
          name = name.substr(0, name.length - 3);
        }
        const setter = createUniformSetter(program, uniformInfo);
        uniformSetters[name] = setter;
      }
      return uniformSetters;
    }
  
    /**
     * Set uniforms and binds related textures.
     *
     * Example:
     *
     *     let programInfo = createProgramInfo(
     *         gl, ["some-vs", "some-fs"]);
     *
     *     let tex1 = gl.createTexture();
     *     let tex2 = gl.createTexture();
     *
     *     ... assume we setup the textures with data ...
     *
     *     let uniforms = {
     *       u_someSampler: tex1,
     *       u_someOtherSampler: tex2,
     *       u_someColor: [1,0,0,1],
     *       u_somePosition: [0,1,1],
     *       u_someMatrix: [
     *         1,0,0,0,
     *         0,1,0,0,
     *         0,0,1,0,
     *         0,0,0,0,
     *       ],
     *     };
     *
     *     gl.useProgram(program);
     *
     * This will automatically bind the textures AND set the
     * uniforms.
     *
     *     setUniforms(programInfo.uniformSetters, uniforms);
     *
     * For the example above it is equivalent to
     *
     *     let texUnit = 0;
     *     gl.activeTexture(gl.TEXTURE0 + texUnit);
     *     gl.bindTexture(gl.TEXTURE_2D, tex1);
     *     gl.uniform1i(u_someSamplerLocation, texUnit++);
     *     gl.activeTexture(gl.TEXTURE0 + texUnit);
     *     gl.bindTexture(gl.TEXTURE_2D, tex2);
     *     gl.uniform1i(u_someSamplerLocation, texUnit++);
     *     gl.uniform4fv(u_someColorLocation, [1, 0, 0, 1]);
     *     gl.uniform3fv(u_somePositionLocation, [0, 1, 1]);
     *     gl.uniformMatrix4fv(u_someMatrix, false, [
     *         1,0,0,0,
     *         0,1,0,0,
     *         0,0,1,0,
     *         0,0,0,0,
     *       ]);
     *
     * Note it is perfectly reasonable to call `setUniforms` multiple times. For example
     *
     *     let uniforms = {
     *       u_someSampler: tex1,
     *       u_someOtherSampler: tex2,
     *     };
     *
     *     let moreUniforms {
     *       u_someColor: [1,0,0,1],
     *       u_somePosition: [0,1,1],
     *       u_someMatrix: [
     *         1,0,0,0,
     *         0,1,0,0,
     *         0,0,1,0,
     *         0,0,0,0,
     *       ],
     *     };
     *
     *     setUniforms(programInfo.uniformSetters, uniforms);
     *     setUniforms(programInfo.uniformSetters, moreUniforms);
     *
     * @param {Object.<string, function>|module:webgl-utils.ProgramInfo} setters the setters returned from
     *        `createUniformSetters` or a ProgramInfo from {@link module:webgl-utils.createProgramInfo}.
     * @param {Object.<string, value>} an object with values for the
     *        uniforms.
     * @memberOf module:webgl-utils
     */
    function setUniforms(setters, ...values) {
      setters = setters.uniformSetters || setters;
      for (const uniforms of values) {
        Object.keys(uniforms).forEach(function(name) {
          const setter = setters[name];
          if (setter) {
            setter(uniforms[name]);
          }
        });
      }
    }
  
    /**
     * Creates setter functions for all attributes of a shader
     * program. You can pass this to {@link module:webgl-utils.setBuffersAndAttributes} to set all your buffers and attributes.
     *
     * @see {@link module:webgl-utils.setAttributes} for example
     * @param {WebGLProgram} program the program to create setters for.
     * @return {Object.<string, function>} an object with a setter for each attribute by name.
     * @memberOf module:webgl-utils
     */
    function createAttributeSetters(gl, program) {
      const attribSetters = {
      };
  
      function createAttribSetter(index) {
        return function(b) {
            if (b.value) {
              gl.disableVertexAttribArray(index);
              switch (b.value.length) {
                case 4:
                  gl.vertexAttrib4fv(index, b.value);
                  break;
                case 3:
                  gl.vertexAttrib3fv(index, b.value);
                  break;
                case 2:
                  gl.vertexAttrib2fv(index, b.value);
                  break;
                case 1:
                  gl.vertexAttrib1fv(index, b.value);
                  break;
                default:
                  throw new Error('the length of a float constant value must be between 1 and 4!');
              }
            } else {
              gl.bindBuffer(gl.ARRAY_BUFFER, b.buffer);
              gl.enableVertexAttribArray(index);
              gl.vertexAttribPointer(
                  index, b.numComponents || b.size, b.type || gl.FLOAT, b.normalize || false, b.stride || 0, b.offset || 0);
            }
          };
      }
  
      const numAttribs = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
      for (let ii = 0; ii < numAttribs; ++ii) {
        const attribInfo = gl.getActiveAttrib(program, ii);
        if (!attribInfo) {
          break;
        }
        const index = gl.getAttribLocation(program, attribInfo.name);
        attribSetters[attribInfo.name] = createAttribSetter(index);
      }
  
      return attribSetters;
    }
  
    /**
     * Sets attributes and binds buffers (deprecated... use {@link module:webgl-utils.setBuffersAndAttributes})
     *
     * Example:
     *
     *     let program = createProgramFromScripts(
     *         gl, ["some-vs", "some-fs"]);
     *
     *     let attribSetters = createAttributeSetters(program);
     *
     *     let positionBuffer = gl.createBuffer();
     *     let texcoordBuffer = gl.createBuffer();
     *
     *     let attribs = {
     *       a_position: {buffer: positionBuffer, numComponents: 3},
     *       a_texcoord: {buffer: texcoordBuffer, numComponents: 2},
     *     };
     *
     *     gl.useProgram(program);
     *
     * This will automatically bind the buffers AND set the
     * attributes.
     *
     *     setAttributes(attribSetters, attribs);
     *
     * Properties of attribs. For each attrib you can add
     * properties:
     *
     * *   type: the type of data in the buffer. Default = gl.FLOAT
     * *   normalize: whether or not to normalize the data. Default = false
     * *   stride: the stride. Default = 0
     * *   offset: offset into the buffer. Default = 0
     *
     * For example if you had 3 value float positions, 2 value
     * float texcoord and 4 value uint8 colors you'd setup your
     * attribs like this
     *
     *     let attribs = {
     *       a_position: {buffer: positionBuffer, numComponents: 3},
     *       a_texcoord: {buffer: texcoordBuffer, numComponents: 2},
     *       a_color: {
     *         buffer: colorBuffer,
     *         numComponents: 4,
     *         type: gl.UNSIGNED_BYTE,
     *         normalize: true,
     *       },
     *     };
     *
     * @param {Object.<string, function>|model:webgl-utils.ProgramInfo} setters Attribute setters as returned from createAttributeSetters or a ProgramInfo as returned {@link module:webgl-utils.createProgramInfo}
     * @param {Object.<string, module:webgl-utils.AttribInfo>} attribs AttribInfos mapped by attribute name.
     * @memberOf module:webgl-utils
     * @deprecated use {@link module:webgl-utils.setBuffersAndAttributes}
     */
    function setAttributes(setters, attribs) {
      setters = setters.attribSetters || setters;
      Object.keys(attribs).forEach(function(name) {
        const setter = setters[name];
        if (setter) {
          setter(attribs[name]);
        }
      });
    }
  
    /**
     * Creates a vertex array object and then sets the attributes
     * on it
     *
     * @param {WebGLRenderingContext} gl The WebGLRenderingContext
     *        to use.
     * @param {Object.<string, function>} setters Attribute setters as returned from createAttributeSetters
     * @param {Object.<string, module:webgl-utils.AttribInfo>} attribs AttribInfos mapped by attribute name.
     * @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices
     */
    function createVAOAndSetAttributes(gl, setters, attribs, indices) {
      const vao = gl.createVertexArray();
      gl.bindVertexArray(vao);
      setAttributes(setters, attribs);
      if (indices) {
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indices);
      }
      // We unbind this because otherwise any change to ELEMENT_ARRAY_BUFFER
      // like when creating buffers for other stuff will mess up this VAO's binding
      gl.bindVertexArray(null);
      return vao;
    }
  
    /**
     * Creates a vertex array object and then sets the attributes
     * on it
     *
     * @param {WebGLRenderingContext} gl The WebGLRenderingContext
     *        to use.
     * @param {Object.<string, function>| module:webgl-utils.ProgramInfo} programInfo as returned from createProgramInfo or Attribute setters as returned from createAttributeSetters
     * @param {module:webgl-utils:BufferInfo} bufferInfo BufferInfo as returned from createBufferInfoFromArrays etc...
     * @param {WebGLBuffer} [indices] an optional ELEMENT_ARRAY_BUFFER of indices
     */
    function createVAOFromBufferInfo(gl, programInfo, bufferInfo) {
      return createVAOAndSetAttributes(gl, programInfo.attribSetters || programInfo, bufferInfo.attribs, bufferInfo.indices);
    }
  
    /**
     * @typedef {Object} ProgramInfo
     * @property {WebGLProgram} program A shader program
     * @property {Object<string, function>} uniformSetters: object of setters as returned from createUniformSetters,
     * @property {Object<string, function>} attribSetters: object of setters as returned from createAttribSetters,
     * @memberOf module:webgl-utils
     */
  
    /**
     * Creates a ProgramInfo from 2 sources.
     *
     * A ProgramInfo contains
     *
     *     programInfo = {
     *        program: WebGLProgram,
     *        uniformSetters: object of setters as returned from createUniformSetters,
     *        attribSetters: object of setters as returned from createAttribSetters,
     *     }
     *
     * @param {WebGLRenderingContext} gl The WebGLRenderingContext
     *        to use.
     * @param {string[]} shaderSourcess Array of sources for the
     *        shaders or ids. The first is assumed to be the vertex shader,
     *        the second the fragment shader.
     * @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
     * @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
     * @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
     *        on error. If you want something else pass an callback. It's passed an error message.
     * @return {module:webgl-utils.ProgramInfo} The created program.
     * @memberOf module:webgl-utils
     */
    function createProgramInfo(
        gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback) {
      shaderSources = shaderSources.map(function(source) {
        const script = document.getElementById(source);
        return script ? script.text : source;
      });
      const program = webglUtils.createProgramFromSources(gl, shaderSources, opt_attribs, opt_locations, opt_errorCallback);
      if (!program) {
        return null;
      }
      const uniformSetters = createUniformSetters(gl, program);
      const attribSetters = createAttributeSetters(gl, program);
      return {
        program: program,
        uniformSetters: uniformSetters,
        attribSetters: attribSetters,
      };
    }
  
    /**
     * Sets attributes and buffers including the `ELEMENT_ARRAY_BUFFER` if appropriate
     *
     * Example:
     *
     *     let programInfo = createProgramInfo(
     *         gl, ["some-vs", "some-fs"]);
     *
     *     let arrays = {
     *       position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
     *       texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1],                 },
     *     };
     *
     *     let bufferInfo = createBufferInfoFromArrays(gl, arrays);
     *
     *     gl.useProgram(programInfo.program);
     *
     * This will automatically bind the buffers AND set the
     * attributes.
     *
     *     setBuffersAndAttributes(programInfo.attribSetters, bufferInfo);
     *
     * For the example above it is equivilent to
     *
     *     gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
     *     gl.enableVertexAttribArray(a_positionLocation);
     *     gl.vertexAttribPointer(a_positionLocation, 3, gl.FLOAT, false, 0, 0);
     *     gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
     *     gl.enableVertexAttribArray(a_texcoordLocation);
     *     gl.vertexAttribPointer(a_texcoordLocation, 4, gl.FLOAT, false, 0, 0);
     *
     * @param {WebGLRenderingContext} gl A WebGLRenderingContext.
     * @param {Object.<string, function>} setters Attribute setters as returned from `createAttributeSetters`
     * @param {module:webgl-utils.BufferInfo} buffers a BufferInfo as returned from `createBufferInfoFromArrays`.
     * @memberOf module:webgl-utils
     */
    function setBuffersAndAttributes(gl, setters, buffers) {
      setAttributes(setters, buffers.attribs);
      if (buffers.indices) {
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices);
      }
    }
  
    // Add your prefix here.
    const browserPrefixes = [
      '',
      'MOZ_',
      'OP_',
      'WEBKIT_',
    ];
  
    /**
     * Given an extension name like WEBGL_compressed_texture_s3tc
     * returns the supported version extension, like
     * WEBKIT_WEBGL_compressed_teture_s3tc
     * @param {string} name Name of extension to look for
     * @return {WebGLExtension} The extension or undefined if not
     *     found.
     * @memberOf module:webgl-utils
     */
    function getExtensionWithKnownPrefixes(gl, name) {
      for (let ii = 0; ii < browserPrefixes.length; ++ii) {
        const prefixedName = browserPrefixes[ii] + name;
        const ext = gl.getExtension(prefixedName);
        if (ext) {
          return ext;
        }
      }
      return undefined;
    }
  
    /**
     * Resize a canvas to match the size its displayed.
     * @param {HTMLCanvasElement} canvas The canvas to resize.
     * @param {number} [multiplier] amount to multiply by.
     *    Pass in window.devicePixelRatio for native pixels.
     * @return {boolean} true if the canvas was resized.
     * @memberOf module:webgl-utils
     */
    function resizeCanvasToDisplaySize(canvas, multiplier) {
      multiplier = multiplier || 1;
      const width  = canvas.clientWidth  * multiplier | 0;
      const height = canvas.clientHeight * multiplier | 0;
      if (canvas.width !== width ||  canvas.height !== height) {
        canvas.width  = width;
        canvas.height = height;
        return true;
      }
      return false;
    }
  
    // Add `push` to a typed array. It just keeps a 'cursor'
    // and allows use to `push` values into the array so we
    // don't have to manually compute offsets
    function augmentTypedArray(typedArray, numComponents) {
      let cursor = 0;
      typedArray.push = function() {
        for (let ii = 0; ii < arguments.length; ++ii) {
          const value = arguments[ii];
          if (value instanceof Array || (value.buffer && value.buffer instanceof ArrayBuffer)) {
            for (let jj = 0; jj < value.length; ++jj) {
              typedArray[cursor++] = value[jj];
            }
          } else {
            typedArray[cursor++] = value;
          }
        }
      };
      typedArray.reset = function(opt_index) {
        cursor = opt_index || 0;
      };
      typedArray.numComponents = numComponents;
      Object.defineProperty(typedArray, 'numElements', {
        get: function() {
          return this.length / this.numComponents | 0;
        },
      });
      return typedArray;
    }
  
    /**
     * creates a typed array with a `push` function attached
     * so that you can easily *push* values.
     *
     * `push` can take multiple arguments. If an argument is an array each element
     * of the array will be added to the typed array.
     *
     * Example:
     *
     *     let array = createAugmentedTypedArray(3, 2);  // creates a Float32Array with 6 values
     *     array.push(1, 2, 3);
     *     array.push([4, 5, 6]);
     *     // array now contains [1, 2, 3, 4, 5, 6]
     *
     * Also has `numComponents` and `numElements` properties.
     *
     * @param {number} numComponents number of components
     * @param {number} numElements number of elements. The total size of the array will be `numComponents * numElements`.
     * @param {constructor} opt_type A constructor for the type. Default = `Float32Array`.
     * @return {ArrayBuffer} A typed array.
     * @memberOf module:webgl-utils
     */
    function createAugmentedTypedArray(numComponents, numElements, opt_type) {
      const Type = opt_type || Float32Array;
      return augmentTypedArray(new Type(numComponents * numElements), numComponents);
    }
  
    function createBufferFromTypedArray(gl, array, type, drawType) {
      type = type || gl.ARRAY_BUFFER;
      const buffer = gl.createBuffer();
      gl.bindBuffer(type, buffer);
      gl.bufferData(type, array, drawType || gl.STATIC_DRAW);
      return buffer;
    }
  
    function allButIndices(name) {
      return name !== 'indices';
    }
  
    function createMapping(obj) {
      const mapping = {};
      Object.keys(obj).filter(allButIndices).forEach(function(key) {
        mapping['a_' + key] = key;
      });
      return mapping;
    }
  
    function getGLTypeForTypedArray(gl, typedArray) {
      if (typedArray instanceof Int8Array)    { return gl.BYTE; }            // eslint-disable-line
      if (typedArray instanceof Uint8Array)   { return gl.UNSIGNED_BYTE; }   // eslint-disable-line
      if (typedArray instanceof Int16Array)   { return gl.SHORT; }           // eslint-disable-line
      if (typedArray instanceof Uint16Array)  { return gl.UNSIGNED_SHORT; }  // eslint-disable-line
      if (typedArray instanceof Int32Array)   { return gl.INT; }             // eslint-disable-line
      if (typedArray instanceof Uint32Array)  { return gl.UNSIGNED_INT; }    // eslint-disable-line
      if (typedArray instanceof Float32Array) { return gl.FLOAT; }           // eslint-disable-line
      throw 'unsupported typed array type';
    }
  
    // This is really just a guess. Though I can't really imagine using
    // anything else? Maybe for some compression?
    function getNormalizationForTypedArray(typedArray) {
      if (typedArray instanceof Int8Array)    { return true; }  // eslint-disable-line
      if (typedArray instanceof Uint8Array)   { return true; }  // eslint-disable-line
      return false;
    }
  
    function isArrayBuffer(a) {
      return a.buffer && a.buffer instanceof ArrayBuffer;
    }
  
    function guessNumComponentsFromName(name, length) {
      let numComponents;
      if (name.indexOf('coord') >= 0) {
        numComponents = 2;
      } else if (name.indexOf('color') >= 0) {
        numComponents = 4;
      } else {
        numComponents = 3;  // position, normals, indices ...
      }
  
      if (length % numComponents > 0) {
        throw 'can not guess numComponents. You should specify it.';
      }
  
      return numComponents;
    }
  
    function makeTypedArray(array, name) {
      if (isArrayBuffer(array)) {
        return array;
      }
  
      if (array.data && isArrayBuffer(array.data)) {
        return array.data;
      }
  
      if (Array.isArray(array)) {
        array = {
          data: array,
        };
      }
  
      if (!array.numComponents) {
        array.numComponents = guessNumComponentsFromName(name, array.length);
      }
  
      let type = array.type;
      if (!type) {
        if (name === 'indices') {
          type = Uint16Array;
        }
      }
      const typedArray = createAugmentedTypedArray(array.numComponents, array.data.length / array.numComponents | 0, type);
      typedArray.push(array.data);
      return typedArray;
    }
  
    /**
     * @typedef {Object} AttribInfo
     * @property {number} [numComponents] the number of components for this attribute.
     * @property {number} [size] the number of components for this attribute.
     * @property {number} [type] the type of the attribute (eg. `gl.FLOAT`, `gl.UNSIGNED_BYTE`, etc...) Default = `gl.FLOAT`
     * @property {boolean} [normalized] whether or not to normalize the data. Default = false
     * @property {number} [offset] offset into buffer in bytes. Default = 0
     * @property {number} [stride] the stride in bytes per element. Default = 0
     * @property {WebGLBuffer} buffer the buffer that contains the data for this attribute
     * @memberOf module:webgl-utils
     */
  
  
    /**
     * Creates a set of attribute data and WebGLBuffers from set of arrays
     *
     * Given
     *
     *      let arrays = {
     *        position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
     *        texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1],                 },
     *        normal:   { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],     },
     *        color:    { numComponents: 4, data: [255, 255, 255, 255, 255, 0, 0, 255, 0, 0, 255, 255], type: Uint8Array, },
     *        indices:  { numComponents: 3, data: [0, 1, 2, 1, 2, 3],                       },
     *      };
     *
     * returns something like
     *
     *      let attribs = {
     *        a_position: { numComponents: 3, type: gl.FLOAT,         normalize: false, buffer: WebGLBuffer, },
     *        a_texcoord: { numComponents: 2, type: gl.FLOAT,         normalize: false, buffer: WebGLBuffer, },
     *        a_normal:   { numComponents: 3, type: gl.FLOAT,         normalize: false, buffer: WebGLBuffer, },
     *        a_color:    { numComponents: 4, type: gl.UNSIGNED_BYTE, normalize: true,  buffer: WebGLBuffer, },
     *      };
     *
     * @param {WebGLRenderingContext} gl The webgl rendering context.
     * @param {Object.<string, array|typedarray>} arrays The arrays
     * @param {Object.<string, string>} [opt_mapping] mapping from attribute name to array name.
     *     if not specified defaults to "a_name" -> "name".
     * @return {Object.<string, module:webgl-utils.AttribInfo>} the attribs
     * @memberOf module:webgl-utils
     */
    function createAttribsFromArrays(gl, arrays, opt_mapping) {
      const mapping = opt_mapping || createMapping(arrays);
      const attribs = {};
      Object.keys(mapping).forEach(function(attribName) {
        const bufferName = mapping[attribName];
        const origArray = arrays[bufferName];
        if (origArray.value) {
          attribs[attribName] = {
            value: origArray.value,
          };
        } else {
          const array = makeTypedArray(origArray, bufferName);
          attribs[attribName] = {
            buffer:        createBufferFromTypedArray(gl, array),
            numComponents: origArray.numComponents || array.numComponents || guessNumComponentsFromName(bufferName),
            type:          getGLTypeForTypedArray(gl, array),
            normalize:     getNormalizationForTypedArray(array),
          };
        }
      });
      return attribs;
    }
  
    function getArray(array) {
      return array.length ? array : array.data;
    }
  
    const texcoordRE = /coord|texture/i;
    const colorRE = /color|colour/i;
  
    function guessNumComponentsFromName(name, length) {
      let numComponents;
      if (texcoordRE.test(name)) {
        numComponents = 2;
      } else if (colorRE.test(name)) {
        numComponents = 4;
      } else {
        numComponents = 3;  // position, normals, indices ...
      }
  
      if (length % numComponents > 0) {
        throw new Error(`Can not guess numComponents for attribute '${name}'. Tried ${numComponents} but ${length} values is not evenly divisible by ${numComponents}. You should specify it.`);
      }
  
      return numComponents;
    }
  
    function getNumComponents(array, arrayName) {
      return array.numComponents || array.size || guessNumComponentsFromName(arrayName, getArray(array).length);
    }
  
    /**
     * tries to get the number of elements from a set of arrays.
     */
    const positionKeys = ['position', 'positions', 'a_position'];
    function getNumElementsFromNonIndexedArrays(arrays) {
      let key;
      for (const k of positionKeys) {
        if (k in arrays) {
          key = k;
          break;
        }
      }
      key = key || Object.keys(arrays)[0];
      const array = arrays[key];
      const length = getArray(array).length;
      const numComponents = getNumComponents(array, key);
      const numElements = length / numComponents;
      if (length % numComponents > 0) {
        throw new Error(`numComponents ${numComponents} not correct for length ${length}`);
      }
      return numElements;
    }
  
    /**
     * @typedef {Object} BufferInfo
     * @property {number} numElements The number of elements to pass to `gl.drawArrays` or `gl.drawElements`.
     * @property {WebGLBuffer} [indices] The indices `ELEMENT_ARRAY_BUFFER` if any indices exist.
     * @property {Object.<string, module:webgl-utils.AttribInfo>} attribs The attribs approriate to call `setAttributes`
     * @memberOf module:webgl-utils
     */
  
  
    /**
     * Creates a BufferInfo from an object of arrays.
     *
     * This can be passed to {@link module:webgl-utils.setBuffersAndAttributes} and to
     * {@link module:webgl-utils:drawBufferInfo}.
     *
     * Given an object like
     *
     *     let arrays = {
     *       position: { numComponents: 3, data: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0], },
     *       texcoord: { numComponents: 2, data: [0, 0, 0, 1, 1, 0, 1, 1],                 },
     *       normal:   { numComponents: 3, data: [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],     },
     *       indices:  { numComponents: 3, data: [0, 1, 2, 1, 2, 3],                       },
     *     };
     *
     *  Creates an BufferInfo like this
     *
     *     bufferInfo = {
     *       numElements: 4,        // or whatever the number of elements is
     *       indices: WebGLBuffer,  // this property will not exist if there are no indices
     *       attribs: {
     *         a_position: { buffer: WebGLBuffer, numComponents: 3, },
     *         a_normal:   { buffer: WebGLBuffer, numComponents: 3, },
     *         a_texcoord: { buffer: WebGLBuffer, numComponents: 2, },
     *       },
     *     };
     *
     *  The properties of arrays can be JavaScript arrays in which case the number of components
     *  will be guessed.
     *
     *     let arrays = {
     *        position: [0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0],
     *        texcoord: [0, 0, 0, 1, 1, 0, 1, 1],
     *        normal:   [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1],
     *        indices:  [0, 1, 2, 1, 2, 3],
     *     };
     *
     *  They can also by TypedArrays
     *
     *     let arrays = {
     *        position: new Float32Array([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]),
     *        texcoord: new Float32Array([0, 0, 0, 1, 1, 0, 1, 1]),
     *        normal:   new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]),
     *        indices:  new Uint16Array([0, 1, 2, 1, 2, 3]),
     *     };
     *
     *  Or augmentedTypedArrays
     *
     *     let positions = createAugmentedTypedArray(3, 4);
     *     let texcoords = createAugmentedTypedArray(2, 4);
     *     let normals   = createAugmentedTypedArray(3, 4);
     *     let indices   = createAugmentedTypedArray(3, 2, Uint16Array);
     *
     *     positions.push([0, 0, 0, 10, 0, 0, 0, 10, 0, 10, 10, 0]);
     *     texcoords.push([0, 0, 0, 1, 1, 0, 1, 1]);
     *     normals.push([0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1]);
     *     indices.push([0, 1, 2, 1, 2, 3]);
     *
     *     let arrays = {
     *        position: positions,
     *        texcoord: texcoords,
     *        normal:   normals,
     *        indices:  indices,
     *     };
     *
     * For the last example it is equivalent to
     *
     *     let bufferInfo = {
     *       attribs: {
     *         a_position: { numComponents: 3, buffer: gl.createBuffer(), },
     *         a_texcoods: { numComponents: 2, buffer: gl.createBuffer(), },
     *         a_normals: { numComponents: 3, buffer: gl.createBuffer(), },
     *       },
     *       indices: gl.createBuffer(),
     *       numElements: 6,
     *     };
     *
     *     gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.a_position.buffer);
     *     gl.bufferData(gl.ARRAY_BUFFER, arrays.position, gl.STATIC_DRAW);
     *     gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.a_texcoord.buffer);
     *     gl.bufferData(gl.ARRAY_BUFFER, arrays.texcoord, gl.STATIC_DRAW);
     *     gl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.attribs.a_normal.buffer);
     *     gl.bufferData(gl.ARRAY_BUFFER, arrays.normal, gl.STATIC_DRAW);
     *     gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bufferInfo.indices);
     *     gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, arrays.indices, gl.STATIC_DRAW);
     *
     * @param {WebGLRenderingContext} gl A WebGLRenderingContext
     * @param {Object.<string, array|object|typedarray>} arrays Your data
     * @param {Object.<string, string>} [opt_mapping] an optional mapping of attribute to array name.
     *    If not passed in it's assumed the array names will be mapped to an attribute
     *    of the same name with "a_" prefixed to it. An other words.
     *
     *        let arrays = {
     *           position: ...,
     *           texcoord: ...,
     *           normal:   ...,
     *           indices:  ...,
     *        };
     *
     *        bufferInfo = createBufferInfoFromArrays(gl, arrays);
     *
     *    Is the same as
     *
     *        let arrays = {
     *           position: ...,
     *           texcoord: ...,
     *           normal:   ...,
     *           indices:  ...,
     *        };
     *
     *        let mapping = {
     *          a_position: "position",
     *          a_texcoord: "texcoord",
     *          a_normal:   "normal",
     *        };
     *
     *        bufferInfo = createBufferInfoFromArrays(gl, arrays, mapping);
     *
     * @return {module:webgl-utils.BufferInfo} A BufferInfo
     * @memberOf module:webgl-utils
     */
    function createBufferInfoFromArrays(gl, arrays, opt_mapping) {
      const bufferInfo = {
        attribs: createAttribsFromArrays(gl, arrays, opt_mapping),
      };
      let indices = arrays.indices;
      if (indices) {
        indices = makeTypedArray(indices, 'indices');
        bufferInfo.indices = createBufferFromTypedArray(gl, indices, gl.ELEMENT_ARRAY_BUFFER);
        bufferInfo.numElements = indices.length;
      } else {
        bufferInfo.numElements = getNumElementsFromNonIndexedArrays(arrays);
      }
  
      return bufferInfo;
    }
  
    /**
     * Creates buffers from typed arrays
     *
     * Given something like this
     *
     *     let arrays = {
     *        positions: [1, 2, 3],
     *        normals: [0, 0, 1],
     *     }
     *
     * returns something like
     *
     *     buffers = {
     *       positions: WebGLBuffer,
     *       normals: WebGLBuffer,
     *     }
     *
     * If the buffer is named 'indices' it will be made an ELEMENT_ARRAY_BUFFER.
     *
     * @param {WebGLRenderingContext} gl A WebGLRenderingContext.
     * @param {Object<string, array|typedarray>} arrays
     * @return {Object<string, WebGLBuffer>} returns an object with one WebGLBuffer per array
     * @memberOf module:webgl-utils
     */
    function createBuffersFromArrays(gl, arrays) {
      const buffers = { };
      Object.keys(arrays).forEach(function(key) {
        const type = key === 'indices' ? gl.ELEMENT_ARRAY_BUFFER : gl.ARRAY_BUFFER;
        const array = makeTypedArray(arrays[key], name);
        buffers[key] = createBufferFromTypedArray(gl, array, type);
      });
  
      // hrm
      if (arrays.indices) {
        buffers.numElements = arrays.indices.length;
      } else if (arrays.position) {
        buffers.numElements = arrays.position.length / 3;
      }
  
      return buffers;
    }
  
    /**
     * Calls `gl.drawElements` or `gl.drawArrays`, whichever is appropriate
     *
     * normally you'd call `gl.drawElements` or `gl.drawArrays` yourself
     * but calling this means if you switch from indexed data to non-indexed
     * data you don't have to remember to update your draw call.
     *
     * @param {WebGLRenderingContext} gl A WebGLRenderingContext
     * @param {module:webgl-utils.BufferInfo} bufferInfo as returned from createBufferInfoFromArrays
     * @param {enum} [primitiveType] eg (gl.TRIANGLES, gl.LINES, gl.POINTS, gl.TRIANGLE_STRIP, ...)
     * @param {number} [count] An optional count. Defaults to bufferInfo.numElements
     * @param {number} [offset] An optional offset. Defaults to 0.
     * @memberOf module:webgl-utils
     */
    function drawBufferInfo(gl, bufferInfo, primitiveType, count, offset) {
      const indices = bufferInfo.indices;
      primitiveType = primitiveType === undefined ? gl.TRIANGLES : primitiveType;
      const numElements = count === undefined ? bufferInfo.numElements : count;
      offset = offset === undefined ? 0 : offset;
      if (indices) {
        gl.drawElements(primitiveType, numElements, gl.UNSIGNED_SHORT, offset);
      } else {
        gl.drawArrays(primitiveType, offset, numElements);
      }
    }
  
    /**
     * @typedef {Object} DrawObject
     * @property {module:webgl-utils.ProgramInfo} programInfo A ProgramInfo as returned from createProgramInfo
     * @property {module:webgl-utils.BufferInfo} bufferInfo A BufferInfo as returned from createBufferInfoFromArrays
     * @property {Object<string, ?>} uniforms The values for the uniforms
     * @memberOf module:webgl-utils
     */
  
    /**
     * Draws a list of objects
     * @param {WebGLRenderingContext} gl A WebGLRenderingContext
     * @param {DrawObject[]} objectsToDraw an array of objects to draw.
     * @memberOf module:webgl-utils
     */
    function drawObjectList(gl, objectsToDraw) {
      let lastUsedProgramInfo = null;
      let lastUsedBufferInfo = null;
  
      objectsToDraw.forEach(function(object) {
        const programInfo = object.programInfo;
        const bufferInfo = object.bufferInfo;
        let bindBuffers = false;
  
        if (programInfo !== lastUsedProgramInfo) {
          lastUsedProgramInfo = programInfo;
          gl.useProgram(programInfo.program);
          bindBuffers = true;
        }
  
        // Setup all the needed attributes.
        if (bindBuffers || bufferInfo !== lastUsedBufferInfo) {
          lastUsedBufferInfo = bufferInfo;
          setBuffersAndAttributes(gl, programInfo.attribSetters, bufferInfo);
        }
  
        // Set the uniforms.
        setUniforms(programInfo.uniformSetters, object.uniforms);
  
        // Draw
        drawBufferInfo(gl, bufferInfo);
      });
    }
  
    function glEnumToString(gl, v) {
      const results = [];
      for (const key in gl) {
        if (gl[key] === v) {
          results.push(key);
        }
      }
      return results.length
          ? results.join(' | ')
          : `0x${v.toString(16)}`;
    }
  
    const isIE = /*@cc_on!@*/false || !!document.documentMode;
    // Edge 20+
    const isEdge = !isIE && !!window.StyleMedia;
    if (isEdge) {
      // Hack for Edge. Edge's WebGL implmentation is crap still and so they
      // only respond to "experimental-webgl". I don't want to clutter the
      // examples with that so his hack works around it
      HTMLCanvasElement.prototype.getContext = function(origFn) {
        return function() {
          let args = arguments;
          const type = args[0];
          if (type === 'webgl') {
            args = [].slice.call(arguments);
            args[0] = 'experimental-webgl';
          }
          return origFn.apply(this, args);
        };
      }(HTMLCanvasElement.prototype.getContext);
    }
  
    return {
      createAugmentedTypedArray: createAugmentedTypedArray,
      createAttribsFromArrays: createAttribsFromArrays,
      createBuffersFromArrays: createBuffersFromArrays,
      createBufferInfoFromArrays: createBufferInfoFromArrays,
      createAttributeSetters: createAttributeSetters,
      createProgram: createProgram,
      createProgramFromScripts: createProgramFromScripts,
      createProgramFromSources: createProgramFromSources,
      createProgramInfo: createProgramInfo,
      createUniformSetters: createUniformSetters,
      createVAOAndSetAttributes: createVAOAndSetAttributes,
      createVAOFromBufferInfo: createVAOFromBufferInfo,
      drawBufferInfo: drawBufferInfo,
      drawObjectList: drawObjectList,
      glEnumToString: glEnumToString,
      getExtensionWithKnownPrefixes: getExtensionWithKnownPrefixes,
      resizeCanvasToDisplaySize: resizeCanvasToDisplaySize,
      setAttributes: setAttributes,
      setBuffersAndAttributes: setBuffersAndAttributes,
      setUniforms: setUniforms,
    };
  
  }));
